Meow Mew wrote:
1) This problem does NOT occur in debug mode, only release mode. In debug mode, everything is fine. This makes it incredibly difficult to accurately trace. Also, I can't find any #ifdef __DEBUG or anything of the sort that would make the slightest difference.
There's a compler flag that will allow you to replicate problems that don't appear in debug mode. It's somewhere in the Visual Studio documentation, sorry that I can't be more specific, but I don't remember exactly what it is. A good google should find it for you, it's on MSDN.
3) Turning on wireframe mode and walking around bends and corners can bring you to a different visleaf where the particles stop rendering. When you return to the visleaf which renders the particles, the position of the emmitter DOES update to the location of the attachment at that time. It does not continue to update in any fashion however afterwards, but just stays at the location it was in when you returned to that visleaf.
Sounds like you're doing your particles server side. I'm not as experienced with HL2 as opposed to HL1, but if a particle ceases to update when you leave PVS, this tells me that the thinking is being done on the server, and not updating the client when he moves out of PVS. If I'm correct, then I recommend you move the code to the client, where any good particle system belongs. -- Jorge "Vino" Rodriguez _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

